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	<!-- EN: CE: New aiming system -->
	<CE_AimingSystem.label>CE: 新瞄准系统</CE_AimingSystem.label>
	<!-- EN: Combat Extended uses a new physics-based projectile system. Projectiles follow a ballistic flight path and use hitboxes for collision detection. Several factors determine how close a bullet will fly near it's target:\n\n-Visibility: Darkness, bad weather and smoke make it harder to see the target.\n-Movement: shooter has to lead a moving target. Lead error means the shooter might aim too far forward or back in the direction of movement.\n-Range: shooter needs to correctly estimate how far away the target is. Range error means the shooter will aim as if target was x cells closer/further than it actually is.\n-Sway: Weapons will sway in the hands of the shooter. Reduced by aimed shot mode (reduction depends on skill and sights efficiency).\n-Recoil: Shots within a burst gradually become less accurate\n-Weapon spread: Bullets randomly deviate in a cone (e.g. shotgun pellets).\n-Cover height: Cover obscures parts of the target's hitbox. Can block line of sight for smaller targets (e.g. squirrels behind sandbags).\n-Body size\n-Stance: Downed or hunkering pawns are harder to hit.\n\nYou can get a detailed breakdown by selecting a shooter and hovering the mouse over a target. Given measurements are the maximum deviation in cells/degrees and target/cover hitbox dimensions in cells. -->
	<CE_AimingSystem.helpText>CE战斗扩展使用了全新的物理弹道系统。弹丸沿着弹道飞行并进行碰撞检测。瞄准精度由数个因数决定:\n\n能见度，黑暗、恶劣天气和烟雾使目标难以辨识；运动:射手瞄准移动靶需要提前量。提前量误差导致射击者可能瞄准地太靠前或靠后。\n-射程:射击者需要正确估计目标的距离。射程误差意味着射击者瞄准地比实际距离近/远x个单元。\n-晃动:武器将在射击者手中摆动。通过瞄准射击模式减少摆动(取决于技能和瞄准器的效率)。\n-后坐力:连续发射时射击逐渐变得不精确。\n-武器扩散:子弹会在一个圆锥体中随机偏离(例如霰弹枪弹丸)。\n-掩体高度:掩体会遮挡目标。可掩护较小的目标(例如沙袋后面的松鼠)。\n-体型\n-姿态:被击倒或畏缩时更难击中。\n\n您可以选择射击者并将鼠标悬停在目标上获得详细的分析。给出的测量值有单元中的最大偏差/角度和目标/单元格中被覆盖的碰撞箱体积。 </CE_AimingSystem.helpText>
	
	<!-- EN: CE: Aim modes -->
	<CE_AimModes.label>CE: 瞄准方式</CE_AimModes.label>
	<!-- EN: Depending on the weapon, your colonists can use up to three different aim modes when shooting: aimed shot, snapshot, and suppress.\n\nAimed shot reduces weapon sway, increasing the likelyhood of hitting a target, but requires two aiming cycles before firing a shot, with the exact aim time depending on the distance to the target. The further away a target is, the longer the shooter has to aim. The bonus provided by aimed shot depends on the shooter's aiming accuracy. A skilled sharpshooter can eliminate nearly all sway by using aimed shot, whereas a low-skilled shooter gains only very little benefit.\n\nSnapshot requires only one aiming cycle before firing, and is ideal in cases where weapon sway isn't as impactful (such as close-range gunfights) or for low-skill shooters where shooting more often is generally preferable to the negligible benefit they'd get from aimed shot.\n\nSuppress is mechanically identical to Snapshot, except it allows shooting at targets that have hunkered down behind cover and are no longer visible by the shooter. While those shots will not realistically hit their target due to obstructions, they are effective at keeping enemies pinned down, preventing them from returning fire.\n\nTo cycle between the fire modes select a colonist and click the AIM MODE button. The button will change to display the currently selected mode.\n\nPawns affected by suppression cannot use aimed shot, regardless of what setting is selected (they will use snapshot if set to aimed shot). Mechanoids and auto-turrets on the other hand always use aimed shot. -->
	<CE_AimModes.helpText>使用各种武器时，你的殖民者可以使用最多三种瞄准模式:瞄准射击，快速射击，和压制射击。瞄准射击可以减少武器摆动，但需要进行两次瞄准，所需时间取决于与目标的距离。目标越远，所需瞄准时间越长。\n\n瞄准射击提供的精度提升决于射击者的瞄准精度。熟练的射手可以通过瞄准射击消除几乎所有的枪口摆动，而杂鱼射手只获得很少的精度提升。\n\n快速射击仅需要瞄准一次，适合在枪口摆动影响不大时（例如近距离枪战），或者技能等级低，瞄准射击几无收益时使用。\n\n压制射击基本类同于快速射击，但能够射向蹲在掩体后面，不可视的目标。尽管不会真正射中，但可以有效压制敌方，阻止其再开火。\n\n要在射击模式之间切换，请选择一个殖民者并单击“瞄准模式”按钮。按钮显示当前选定的模式。\n\n受到压制时不能使用瞄准射击，无论选择什么模式(即使选择了瞄准射击，仍会使用压制射击)。但是机械体和自动炮塔总是使用瞄准射击。</CE_AimModes.helpText>
	
	<!-- EN: CE: New armor system -->
	<CE_ArmorSystem.label>CE: 新的护甲系统</CE_ArmorSystem.label>
	<!-- EN: Combat Extended replaces the vanilla armor system with a penetration-based model. Blunt and sharp type weapons have armor penetration values which determine how much their damage is reduced by armor.\n\nAttacks that have less armor penetration than the armor value of a pawn are either deflected or fully mitigated, however armor values lower than the armor penetration will reduce damage based on the ratio of armor value to the attack's base armor penetration (e.g: if a pawn with an armor value of 8mm RHA is hit by a 10mm RHA projectile, the armor will block 80% of the damage).\nBlocked sharp damage is always turned into blunt damage and is checked against the blunt armor rating. The amount of blunt damage depends on the attack's base blunt penetration, which is affected by blocked sharp damage and blocked sharp penetration.\nIn the case of a deflection, a sharp attack is converted into blunt (preventing bleeding and internal organ damage) and is checked against the blunt armor rating. The amount of blunt damage depends on the attack's base blunt penetration and the pre-deflection remaining sharp penetration.\nA full mitigation happens when a blunt or sharp attack deals no damage because all armor penetration values are less than their armor rating. A sharp attack has to firstly be deflected to be fully mitigated.\n\nEnvironmental damage such as fire/electricity has no penetration and is simply reduced by the % of armor against that type. -->
	<CE_ArmorSystem.helpText>战斗扩展使用基于穿透的护甲系统取代了原版的护甲系统。钝器和利器有各自的护甲穿透，决定了它们造成的伤害会被护甲削减多少。\n\n护甲穿透低于殖民者护甲防御的攻击会被偏转或完全化解，而护甲防御低于武器穿透时会根据护甲和武器穿透的比值决定伤害(例如：护甲值为8mm RHA的殖民者被10mm RHA的子弹击中，护甲将阻挡80%的伤害)。\n被阻挡的利器伤害会转为钝器伤害，并根据钝器护甲防御进行判定。总的钝器伤害由这次攻击的基础钝器穿透决定，而钝器穿透值由被阻挡的锐器伤害和穿透一起决定。\n子弹被偏转时，利器伤害会转化为钝器伤害(不会出血或内脏受损)，并根据钝器护甲值进行判定。总的钝器伤害由攻击的基础钝器穿透和偏转前剩余的锐器穿甲决定。\n当所有伤害类型穿透值都低于护甲值时，就会发生完全化解。锐器伤害一定会发生偏转，然后才能完全化解。\n\n环境伤害，如火/电，不会穿透，只会由火/电护甲的数值进行百分比减伤。\n\n (PS：如果看不懂我这边有个很好理解的算法：\n10利穿10钝穿，打利防5钝防5，造成50%利伤25%钝伤。\n基础钝伤=(钝穿*3)的立方根*3/2)</CE_ArmorSystem.helpText>
	
	<!-- EN: CE: Autoloaders -->
	<CE_AutoLoader.label>CE：自动装载机</CE_AutoLoader.label>
	<!-- EN: Some specialized structures can use the ammo stored inside of them to reload adjacent compatible turrets. These loaders might be automated or require a colonist to operate. -->
	<CE_AutoLoader.helpText>可以使用内部存储弹药对附近炮台进行装填的装载机，可能是全自动的，也可能需要殖民者来操作。</CE_AutoLoader.helpText>
	
	<!-- EN: CE: Bipods -->
	<CE_Bipods.label>CE:脚架</CE_Bipods.label>
	<!-- EN: Certain guns like machine guns and sniper rifles have bipods built into them for you to take advantage of. Beware that while guns can be fired without setting up their bipods, they will suffer a penalty to their accuracy. On the other hand, some guns get a bonus if you use their bipods. How bipods are set up can be set at combat extended settings, manual and automatic set up. Automatic set up tries to set up the weapon's bipod and takes you weapon's fire mode into account to decide when to set up the bipod, the fire mode which activates auto set up can be seen in the weapon's information tab. Manual set up allows for taking control over when to set up the weapon's bipod which can be toggled between opening and closing the bipod order. The time it takes to set a bipod up is affected by the wielder's weapons handling stat and the height of the cover they are standing behind. -->
	<CE_Bipods.helpText>某些枪支会有脚架，如机枪和狙击步枪。请注意，虽然可以不使用脚架射击，但会受到射击精度惩罚。而如果你使用脚架，一些枪会获得额外的属性加成。可以在combat extended mod设置中设置手动使用或自动使用脚架。如果设置为自动将会在殖民者停下后自动使用脚架，并考虑武器的射击模式来决定何时设置脚架，可以激活自动设置的射击模式会在武器的信息选项卡中列出。手动设置允许自由设置武器的脚架开启或关闭。设置一个脚架所花费的时间受使用者的武器操作状态和他们所在掩体高度的影响。</CE_Bipods.helpText>
	
	<!-- EN: CE: Crouching -->
	<CE_Crouching.label>CE: 下蹲</CE_Crouching.label>
	<!-- EN: Any drafted human will crouch when they are not moving, making them a smaller target. You can get a detailed breakdown by selecting a shooter and hovering the mouse over a target.\n\nCrouched pawns will make efficient use of nearby cover, only revealing enough of their head to aim and shoot. -->
	<CE_Crouching.helpText>任何被征召的人在不动的时候都会蹲下，使他们成为一个较小的目标。您可以通过选择一个射击者并将鼠标悬停在目标上来获得详细信息。\n\n交火中的殖民者将会有效地利用附近的掩体，只露出头部必要的部分来瞄准和射击。</CE_Crouching.helpText>
	
	<!-- EN: CE: Fire modes -->
	<CE_FireModes.label>CE: 开火模式</CE_FireModes.label>
	<!-- EN: Fully-automatic weapons can be fired in multiple ways. You can choose between single, burst and full-auto fire. Longer bursts have increased damage and can suppress more easily but the longer the burst, the more accuracy is lost to recoil. They also deplete magazines much more quickly.\n\nUse lower shot counts for far-away enemies you want to hit and longer bursts for suppression, close range and clumped up enemies.\n\nTo change a colonist's fire mode select him, then click the FIRE MODE button to cycle through the available modes. The button also displays the currently selected mode. -->
	<CE_FireModes.helpText>全自动武器有多种开火模式。可以单发，短点射或全自动射击。连续射击能照成更多伤害，更容易产生压制，但持续射击越久，后坐力就越大。弹匣也会更快消耗。\n\n你应当使用较低的射击次数来射击远处敌人，并使用持续射击来压制敌方、或者攻击靠近或集群的敌人。\n\n若需要更改殖民者的射击模式，请选择他，然后单击射击模式按钮。该按钮会显示当前的射击模式。</CE_FireModes.helpText>
	
	<!-- EN: CE: Giving ammo -->
	<CE_GiveAmmo.label>CE:给予弹药</CE_GiveAmmo.label>
	<!-- EN: Your drafted colonists can be manually ordered to give ammo to other friendly pawns, be it humanoid or mechanoid, if they are carrying ammo the recepient's gun can fire. Select the giver pawn and right-click on the recipient, then choose how much of which ammo type to give. -->
	<CE_GiveAmmo.helpText>您可以手动命令您的殖民者向其他友方角色(无论人还是机械)提供弹药，只要他们携带的弹药能够适用。选择提供弹药的角色，右键单击接收者，然后选择要提供多少以及哪种类型的弹药。</CE_GiveAmmo.helpText>
	
	<!-- EN: CE: Hunkering -->
	<CE_Hunkering.label>CE: 卧倒</CE_Hunkering.label>
	<!-- EN: If someone's suppression meter maxes out they will hunker in panic. This causes them to run for the nearest cover and lie down, unable to shoot back or take any action until their suppression ticks down, essentially removing them from the fight.\n\nHunkering pawns are marked by an orange downwards arrow. -->
	<CE_Hunkering.helpText>如果某人被过度压制，他们会在恐慌中蜷缩。这导致他们跑向最近的掩体并躺下，在压制结束之前无法回击或采取任何行动，基本上相当于将他们从战斗中移除。\n恐慌的生物会被橙色下箭头标注。</CE_Hunkering.helpText>
	
	<!-- EN: CE: Artillery direct fire -->
	<CE_MortarDirectFire.label>CE: 炮兵直射</CE_MortarDirectFire.label>
	<!-- EN: Mortars are much more accurate when firing at targets they can see. If your mortar operator is within sniper rifle range of the target and has direct line of sight to it they will be able to direct fire directly.\n\nWhen firing at targets they can't see mortars need spotters or they suffer hefty accuracy penalties. You can check your hit chances by selecting the mortar and hovering over a target. -->
	<CE_MortarDirectFire.helpText>迫击炮在向可以直视的目标射击时要精确得多。如果迫击炮操作员与目标的距离在狙击步枪射程内，并能够直视，便可以直接射击。\n\n如果迫击炮手看不到目标，就需要观察手，否则将受到严重的精度惩罚。你可以选择迫击炮并将鼠标悬停在目标上来查看命中率。 </CE_MortarDirectFire.helpText>
	
	<!-- EN: CE: Muzzle flash -->
	<CE_MuzzleFlash.label>CE:枪口火焰</CE_MuzzleFlash.label>
	<!-- EN: Many weapons produce a muzzle flash in darkness, momentarily lighting up the shooter's position and exposing them to more accurate fire for a short time. A high rate of fire or larger muzzle flash makes the shooter easier to target. -->
	<CE_MuzzleFlash.helpText>许多武器在黑暗中会产生枪口火焰，瞬间照亮射手的位置，使他们在短时间内暴露在更精准的火力中。高射速或更大的枪口火焰会使射击者更容易成为攻击目标。</CE_MuzzleFlash.helpText>
	
	<!-- EN: CE: Night vision -->
	<CE_NightVision.label>CE:夜视</CE_NightVision.label>
	<!-- EN: Darkness significantly reduces accuracy at longer ranges. This penalty can be offset with night vision from implants, apparel, weapons, or innate racial trait. Night vision does not stack across categories (night vision from a recon helmet will not combine with night vision from bionic eyes). Instead, only the highest efficiency source available will be used. -->
	<CE_NightVision.helpText>黑暗显著降低远距离的精度。该惩罚可以被植入物、装备、武器或种族天赋的夜视能力所抵消。夜视不能跨类别叠加(侦察头盔的夜视不能与仿生眼的夜视结合)。只有最高效的方式会被使用。</CE_NightVision.helpText>
	
	<!-- EN: CE: Reloading guns -->
	<CE_Reload.label>CE: 换弹</CE_Reload.label>
	<!-- EN: Guns have limited magazine capacity and display their current ammo amount when selecting the gun or its wielder. Once a magazine is empty your colonist needs to spend time reloading. This can take quite a long time for some weapons and consumes ammo from the shooter's inventory.\n\nIn addition to the magazine count guns display their currently loaded ammo type. Different types of ammo can have significantly different performance. It's important to select the appropriate ammo for the enemy you're fighting.\n\nYou can manually order a reload or change the selected ammo type by selecting a colonist and clicking the RELOAD button. This will bring up a menu with a reload command and a list of ammo types in the colonist's inventory.\n\nThe 'Unload' command can be used to dump the currently loaded ammo into the inventory. Ordering a reload with a partially filled magazine will do this automatically. -->
	<CE_Reload.helpText>枪械弹匣容量是有限的，在选择枪械或其持用者时会显示当前弹药量。一旦弹匣空了，你的殖民者需要花时间重新装填。对于某些武器来说，这可能需要相当长的时间，并且会消耗射击者背包中的弹药。\n\n除此之外，弹药计数条还显示当前装载的弹药类型。不同类型的弹药可能会有相当不同的表现。根据敌人选择合适的弹药很重要。\n\n您可以通过选择殖民者并单击"重新装填"按钮来手动命令装填，或者右键单击"重新装填"按钮来更改弹药类型。\n\n“卸载”命令可用于将当前加载的弹药转储到背包中。部分装填的弹匣重新装填时会自动执行此操作。	</CE_Reload.helpText>
	
	<!-- EN: CE: Reloading auto-turrets -->
	<CE_ReloadAuto.label>CE: 为自动炮塔装填</CE_ReloadAuto.label>
	<!-- EN: Auto-turrets have a limited ammo capacity and no means of reloading themselves. Colonists assigned to the 'Haul' worktype will automatically refill auto-turrets' magazines once they haven't fired for a while.\n\nYou can also order a manual reload by selecting a hauler and right-clicking the turret.\n\nTo select which ammo type your colonists should load, select the turret and click the RELOAD button to bring up a list of all possible ammo types. -->
	<CE_ReloadAuto.helpText>自动炮塔的弹药容量有限，且无法自动重新装填。分配"搬运"工作的殖民者会给一段时间没有开火的自动炮塔重新装填。\n\n您也可以选择能从事搬运的殖民者 并右键单击炮塔来命令手动重新装填。\n\n选择炮塔并单击“重新装填”按钮来显示所有可用弹药的列表，以决定应装填的弹药类型。 </CE_ReloadAuto.helpText>
	
	<!-- EN: CE: Reloading manned turrets -->
	<CE_ReloadManned.label>CE: 为人工控制炮塔装填</CE_ReloadManned.label>
	<!-- EN: Manned turrets require reloading just like regular guns. Whenever there is a pawn manning them they will automatically use ammo from their inventory to reload or fetch ammo from a nearby stockpile if they're not carrying any.\n\nYou can select a turret and use the RELOAD button to order a manual reload or change the ammo type for that turret. You can also use the 'Unload' command to dump the currently loaded ammo out.\n\nNote that the turret needs to have someone manning it to execute reload commands. -->
	<CE_ReloadManned.helpText>人工控制炮塔需要像普通枪械一样重新装弹。殖民者在操作时会自动使用身上携带的弹药或在附近寻找弹药来装填。\n\n您可以选择一个炮塔，并使用“重新装填”按钮命令手动重新装填或更改弹药类型。您也可以使用“卸载”命令卸载当前装载的弹药。</CE_ReloadManned.helpText>
	
	<!-- EN: CE: Weapons without magazine -->
	<CE_ReloadNoMag.label>CE: 无弹匣武器</CE_ReloadNoMag.label>
	<!-- EN: Some weapons such as bows have no magazine that can be loaded. They instead consume ammo directly from their wielder's inventory.\n\nYou can select a pawn and use the RELOAD button to select which of the currently carried ammo-types to use. -->
	<CE_ReloadNoMag.helpText>有些武器没有弹匣，比如弓箭。他们直接消耗持有者身上的弹药。\n\n您可以选择一位殖民者并使用“重新加载”按钮来选择使用的弹药类型。</CE_ReloadNoMag.helpText>
	
	<!-- EN: CE: Reusable projectiles -->
	<CE_ReusableNeolithicProjectiles.label>CE: 可重复使用弹药</CE_ReusableNeolithicProjectiles.label>
	<!-- EN: Some projectiles can be re-used after they impact something. This applies to such projectiles as arrows, great arrows, slingshot stones and crossbow bolts. Re-usable ammo is initially forbidden, and re-usability follows a tiered progression: stone arrows will break on impact more often than plasteel ones.\n\nIf you prefer to go without this feature, turn off "Re-use neolithic projectiles" in the mod settings menu (Settings -> Mod settings -> CombatExtended). -->
	<CE_ReusableNeolithicProjectiles.helpText>一些弹药可以在击中目标后回收。这适用于箭、巨弓箭矢、弹弓石和弩箭等射弹。可重复使用弹药掉落后最开始是被禁止的，回收概率的机制是:石箭在撞击时会比玻璃钢箭更容易折断。\n\n如果不想使用该功能，请在“Mod设置”菜单中关闭“可重复使用新石器时代投射物” (Settings -> Mod settings -> CombatExtended)。</CE_ReusableNeolithicProjectiles.helpText>
	
	<!-- EN: CE: Shields -->
	<CE_Shields.label>CE: 盾牌</CE_Shields.label>
	<!-- EN: Shields can provide protection against projectiles and melee attacks at the cost of being unable to use two-handed weapons. They are divided into two categories: regular shields and ballistic shields.\n\nRegular shields will deflect projectiles impacting the torso and have a chance to deflect melee attacks depending on the attacker's and defender's melee skills.\n\nBallistic shields are large and cumbersome, inflicting penalties to melee and ranged combat but they also cover the entire head area and can be crouched behind to protect most of the legs.\n\nShields don't make you invincible however, taking offensive actions will expose the weapon arm while high-penetration rounds will punch through or damage the shield. Don't expect a wooden shield to deflect gunfire! -->
	<CE_Shields.helpText>盾牌可以抵挡近战与远程伤害，但代价是无法使用双手武器。盾牌分为两类:普通盾牌和防弹盾牌。\n\n常规盾牌将偏转射击躯干的投掷物，并且基于攻击者和防御者的近战技能，有机会挡住近战攻击。\n\n防弹盾牌大而笨重，对近战和远程战斗都会造成惩罚，但会覆盖整个头部区域，而且可以蜷缩在后方以保护大部分腿部。\n\n盾牌不会让你无敌，当采取进攻行动时会暴露持有武器的手臂，而高穿透子弹会穿透或损坏盾牌。别指望木盾能挡住子弹！</CE_Shields.helpText>
	
	<!-- EN: CE: Artillery spotting -->
	<CE_Spotting.label>CE: 炮兵观测</CE_Spotting.label>
	<!-- EN: You can have colonists act as spotters for artillery. To do this, equip a pair of binoculars, then order your colonist to target an enemy or a spot on the ground.\n\nAfter a while the target will be marked with a red 'x'. Now select your mortar and order it to fire at the marked target.\n\nThis not only removes indirect fire penalties, it will also use the spotter's aiming accuracy instead of the mortar operator's. Use skilled spotters with sharp eyes to direct artillery directly onto your enemies. -->
	<CE_Spotting.helpText>你可以让殖民者充当炮兵的观察员。为您的殖民者装备双筒望远镜，然后命令他瞄准敌人或地面。\n\n过一段时间后，目标将被标记上红色的“x”。现在再选择迫击炮并命令它向标记处开火。\n\n这不仅可以降低精度惩罚，还可以使用观察员的瞄准精度。眼力甚佳的熟练观察员可以将炮火直接对准敌人。</CE_Spotting.helpText>
	
	<!-- EN: CE: Stabilizing injuries -->
	<CE_Stabilizing.label>CE: 稳定伤口</CE_Stabilizing.label>
	<!-- EN: When a living creature is downed its wounds can be stabilized using medicine. This will temporarily reduce the amount of blood loss but does nothing to actually treat the wound.\n\nSelect a colonist with medicine in his inventory and right-click the creature you want to stabilize, then click the 'Stabilize' option.\n\nThe amount of bleed reduction depends on medicine skill and medicine used. Internal injuries are harder to treat than external ones and missing body parts can't be stabilized at all. -->
	<CE_Stabilizing.helpText>生物被击倒时，可以用药物来稳定伤口。这将暂时减少失血量，但不会治疗伤口。\n\n选择携带药物的殖民者，右键单击要稳定伤口的生物，然后单击“稳定”选项。\n\n减少的出血量取决于医疗等级和所用药物。内伤比外伤更难治疗，失去的身体部位绝对无法被稳定。</CE_Stabilizing.helpText>
	
	<!-- EN: CE: Suppression -->
	<CE_SuppressionReaction.label>CE: 压制</CE_SuppressionReaction.label>
	<!-- EN: All humans have a suppression meter, based on their mental break threshold and current mood. Any time gunfire passes by them, it will add to the meter based on projectile power and (lack of) worn armor. \n\nWhen someone's suppression threshold is reached they will panic, run for the nearest cover and become incapable of using aimed shot mode, making it a good tool to break up melee charges or reduce sniper accuracy. It will also impart a mood penalty, making them easier to suppress in the future.\n\nYou can recognize suppressed pawns by the yellow downwards arrow they're emitting. -->
	<CE_SuppressionReaction.helpText>所有人都有“被压制量“的数值条，取决于精神崩溃阈值和当前的情绪。子弹经过身边时，会根据射弹威力和(是否)穿着装甲来增加被压制量。\n\n当某个人达到压制阈值，他会惊慌失措，跑向最近的掩体，无法使用瞄准射击模式，这可以压制近战冲锋或者减少狙击手的射击精度。被压制还会给予情绪惩罚，使目标下一次更容易被压制。\n\n可以通过黄色向下箭头来识别被压制的生物。</CE_SuppressionReaction.helpText>
	
	<!-- EN: CE: Called shots -->
	<CE_TargettedModes.label>CE:精准射击</CE_TargettedModes.label>
	<!-- EN: After getting 2.5 weapon handling stat on a pawn, which is 10 shooting skill with 100% manipulation, you can target body part areas of targets in the open. -->
	<CE_TargettedModes.helpText>当殖民者获得2.5武器操纵属性(10射击技能，100%操作能力)后，你可以瞄准敌人的指定身体部位射击。</CE_TargettedModes.helpText>
	
	<!-- EN: CE: Targetting in melee -->
	<CE_TargettedModesMelee.label>CE:近战精准格斗</CE_TargettedModesMelee.label>
	<!-- EN: After getting 8 melee skill it is possible to target body part areas in melee fighting, with the drawback of lower chance to hit (0.8x for bottom, 0.7x for top). After reaching 16 melee skill it also becomes possible to aim for exact specific body parts in those areas.\n\ when targetting specific body part (part, not height), the selected part won't be always hit. The chance to actually hit it is (((part coverage) * (attacker melee skill - 15) * manipulation) - ((Defender melee skill / 50) * moving), if the attack misses the bodypart it hits selected height area. -->
	<CE_TargettedModesMelee.helpText>达到8级近战技能后，就可以近战攻击指定身体部位，但是命中率较低(腿部为0.8x命中率，头部为0.7x命中率)。在达到16级近战技能后，还可以指定攻击更加具体的身体部位。\n\当瞄准特定身体部位(指定部位，而不是上中下三路)时，所选部位不一定会被击中。击中公式是(((部位覆盖率)*(攻击者近战技能-15)*操作能力)-((防御者近战技能/50)*移动能力)，如果攻击没有击中指定身体部位，就会击中对应的区域（上中下路）。</CE_TargettedModesMelee.helpText>
	
	<!-- EN: CE: Bulky clothing -->
	<CE_WornBulk.label>CE:臃肿的衣服</CE_WornBulk.label>
	<!-- EN: Certain clothing items are very bulky and will hinder your colonists in their daily tasks, lowering work speed when worn. These items include things like armor and regular clothing made from certain materials such as hyperweave.\n\nYou can check the info-menu of a particular apparel to see its 'worn bulk' stat to see how much bulk it adds when equipped on a colonist. -->
	<CE_WornBulk.helpText>某些服装非常臃肿，会妨碍殖民者日常工作，穿戴时工作速度降低。这些物品包括盔甲和由某些材料(如超织物)制成的常规服装。\n\n您可以检查特定服装的“信息”菜单，查看其“穿着体积”统计数据，以查看穿戴时会增加多少体积。</CE_WornBulk.helpText>
	
</LanguageData>